Here a little feedback: 1) Having Garura and Swamp in your Extra is a waste of 2 slots, as due to the new Evil Hero cards you are locked into "HERO" monster until the end of the OPPONENTS turn, so even with Super Poly turn 2 they cannot be summoned. Any later summoning attempts are unrealistic anyway 2) Since this seems to be the OCG format in your video you should also consider Maxx C as a potential candidate, argueably the most powerful handtrap for Omni Heroes 3) Dark Calling and Supreme King Castle are searcharble extenders, but also dead cards in hand (the fact that this deck has so many bricks and has to play more than 40 cards to function do not help either). You should probably cut them too, as the plays you can make off them are not worth the effort 4) I know Fusion Destiny is limited in the OCG, but regardless it is still a very powerful card that should definetly be in the Deck 5) Avian and Burst are 2 more bricks for barely any extension plays. You can summon Inferno Wing via Doom Prison anyway, and the Material you are gonna search for is 9/10 times Neos instead 6) Evil Mind is not worth it either. You can potentially use it as a +1 after an interruption during turn 1, but the other effects are unrealistic to be triggered ever, and at the point where you can trigger them they become obsoleted by the plays and endboard you already created. For that reason, you should either consider Triple Tactics for +2 / more diverse effects after an interruption or just cut it with no replacement Hope this helps, cheers
aye bro, i really apprecaite your take on this! i dont really play hero's so idk the ins and out out some stuff but reading this really helps! thanksssss!!!!
I will recommend you before the end of your turn set all your cards (if you have DPE and wake up your elemental hero on the field) going to the end phase and during your end phase activate DPE in case your opp have Nib in his hand cause DPE and wake up it will be resolve in another chain summon shadow mist and by the effect of shadow mist add mask change and activate it (youll gonna lose the eff of mist to add heroes to your hand but you gonna have atleast Dark law on the field)
Dark Knight seems fair. It can debuff the monsters completely if the right amount of ATK, as well as if left the field by opponent, like nib or kaiju or board breaker, can special summon a warrior or fiend from deck. Problem is extra deck space. I guess it depends what build you're trying to go for.
@@bboyangel2935 It forces your opponent to do with your monsters by car effects almost no way around it..... Because. They can't attack over you... And it's very good going second.
you can play around nib and dish out interruptions with endphase DPE and Wake up, and Nib doesn't stop favorite contact, super poly, and the new negate trap. if you still get consistently shut down by nib, that's skill issue
Here a little feedback:
1) Having Garura and Swamp in your Extra is a waste of 2 slots, as due to the new Evil Hero cards you are locked into "HERO" monster until the end of the OPPONENTS turn, so even with Super Poly turn 2 they cannot be summoned. Any later summoning attempts are unrealistic anyway
2) Since this seems to be the OCG format in your video you should also consider Maxx C as a potential candidate, argueably the most powerful handtrap for Omni Heroes
3) Dark Calling and Supreme King Castle are searcharble extenders, but also dead cards in hand (the fact that this deck has so many bricks and has to play more than 40 cards to function do not help either). You should probably cut them too, as the plays you can make off them are not worth the effort
4) I know Fusion Destiny is limited in the OCG, but regardless it is still a very powerful card that should definetly be in the Deck
5) Avian and Burst are 2 more bricks for barely any extension plays. You can summon Inferno Wing via Doom Prison anyway, and the Material you are gonna search for is 9/10 times Neos instead
6) Evil Mind is not worth it either. You can potentially use it as a +1 after an interruption during turn 1, but the other effects are unrealistic to be triggered ever, and at the point where you can trigger them they become obsoleted by the plays and endboard you already created. For that reason, you should either consider Triple Tactics for +2 / more diverse effects after an interruption or just cut it with no replacement
Hope this helps, cheers
aye bro, i really apprecaite your take on this! i dont really play hero's so idk the ins and out out some stuff but reading this really helps! thanksssss!!!!
@@RikkaYugi if you have any questions on the routes and plays you can / should make feel free to lmk. You could make content out of it
I will recommend you before the end of your turn set all your cards (if you have DPE and wake up your elemental hero on the field) going to the end phase and during your end phase activate DPE in case your opp have Nib in his hand cause DPE and wake up it will be resolve in another chain summon shadow mist and by the effect of shadow mist add mask change and activate it (youll gonna lose the eff of mist to add heroes to your hand but you gonna have atleast Dark law on the field)
ohhh okay thanks for this!
@@RikkaYugi you welcome nice vids btw keep it up fellow hero player!
Seeing a lot of build that dont run dark knight and I'm telling yall ... yall are making a mistake
😢😢😢😢
Dark Knight seems fair. It can debuff the monsters completely if the right amount of ATK, as well as if left the field by opponent, like nib or kaiju or board breaker, can special summon a warrior or fiend from deck.
Problem is extra deck space. I guess it depends what build you're trying to go for.
@@bboyangel2935 It forces your opponent to do with your monsters by car effects almost no way around it..... Because.
They can't attack over you... And it's very good going second.
How do you play the new cards on master duel ?
I wanna try them too 😂
its a simulator (mdpro)!!
one nib gg
RIP
You can play crossout designator at 3 in tcg
@@EruditoGaming yupp! i play both MD ad TCG so i always get mixed when making lists!
Like all decks , nib not a problem that big no more for heroes.
you can play around nib and dish out interruptions with endphase DPE and Wake up, and Nib doesn't stop favorite contact, super poly, and the new negate trap. if you still get consistently shut down by nib, that's skill issue
Amazing Video Yugi
thanks yuushaa!!!! we need you backk 😢😢😢😢
@@RikkaYugi still working on buying new computer